True damage in t1 really throws the pace of the game out of whack - allowing ASM to completely achieve new roles as extreme building smashers (destroying shield generators and LPs with extreme ease). With this change, ASM will still scale, but will have to invest in tech to do so. This leads to my 2nd point....
Striking Scorpion Critical Strike changed from True Damage to Normal Damage.
These guys already have a lot going for them (stealth, jump, high damage, and a significant slow effect on their ranged weapons). The crit-strike on these guys absolutely wrecks Buildings, killing a shield generator in about 10 seconds or so (whereas a normal push needs to work on it for quite a bit before it goes down). It allows them to be extremely punishing to players who cannot immediately defend their structures. Clearly over performing when compared to Stormboys/Killteam
Wraithlord Webway doctrine nerfed.
This doctrine not only reduces cooldown of webway teleport, but also makes it available in Tier 1 (rather than T2). The CD is around 30 second I think. This basically gives you a webway to provide fleet of foot on demand, **anywhere ** - making the entire static nature of the webway in T1 irrelevant. I already think webways are a bit too strong (bit cheap, easy to build with teleporting bonesinger, and very hard to kill with anything in T1 due to the armor of buildings). The short CD makes it impossible to punish even if you manage to push the eldar force back. It's insane to fight players who use and abuse this, as there really is no counterplay to it. Webway gate teleport needs to be locked behind t2 imo, as it's just too powerful to try and fight in T1 with a small army size. Webway gates seem to be the "defensive" structure of Eldar and only change that role with tech - this doctrine breaks that entire concept to an extreme. It sends the already efficient Dire Avengers + Striking Scorpions way OTT. you only need 1 webway to cover the entire map...
In the hands of high-skill players, it's really mind-boggling how powerful this advantage (one that can be utilized at min. 1 of the game).
Slight Tact Marine buffs.
Let's face it, these guys just can't stand up to anything without arsenal upgrades. This only pushes SM players to go for scout/ASM play and ignore tacts. Both their melee and ranged dps is sub-par and only really serve as a damage sponge. I would increase their melee damage (they're Space Marines... they should be STRONG), but there are a lot of way to buff them. If need be, their cost can increase to represent a strong, elite unit that is the identity of Space Marines.
Early game Elite tweaks
I don't find Elites as overbearing as I did in the meta: the addition of new elites changed my perspective. However, their presence it still a bit "gimmicky" when they blow up entire squads with fast moving spells. I'd just lower their damage ever so slightly to reduce that feeling (namely, Macha/Weridboy) so their abilities don't feel so "cheap."
Bonesinger + Webway counter-play
I would place bonesinger's teleport on CD at start of game and on construction. This way, they can't immediately teleport to a hot-contested zone to gain a huge initiative in the already super-powerful forward base. Webway gates are also **very ** hard to remove in T1 (and rather cheap to build as well) - often only being able to take them out once the entire Eldar army is dealt with. I would like to see it more fragile so that there's some counterplay to punish aggressive webway gate placement. Like with the wraithlord doctrine, there isn't counter-play to punish aggressive use of it. Make it regular infantry armor instead (or at least increase the cost to make it a more significant investment considering its benefits).